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[SPOILERS]Brian Shanahan comes late to the party.

I wonder who's gone food heavy?

And is that silk SW of the scout?
Travelling on a mote of dust, suspended in a sunbeam.
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Brian Shanahan Wrote:I wonder who's gone food heavy?

And is that silk SW of the scout?

My guess is Serdoa. He started with Hunting (and got the camp up on turn 4, just as us). The first two turns he worked the corn, then he worked the fish, and then he switched to the camp on turn 4. This would exactly 52 beakers on turn 5, so he got Agriculture on the same turn as us. Now he works Corn (6F), Deer (4F 1H) and Crab (3F 2C).

I imagine we will continue to mirror in development closely for a few more turns.

SW of the scout is another corn (we do have a silk by the empty pasture). Sorry for forgetting the resource pointers.
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kjn Wrote:My guess is Serdoa. He started with Hunting (and got the camp up on turn 4, just as us). The first two turns he worked the corn, then he worked the fish, and then he switched to the camp on turn 4. This would exactly 52 beakers on turn 5, so he got Agriculture on the same turn as us. Now he works Corn (6F), Deer (4F 1H) and Crab (3F 2C).

Forgot about the crabs (there are a number of off-colour jokes I could make here. I won't say them but I'm thinking them very loudly). They were throwing me off with the food.
Travelling on a mote of dust, suspended in a sunbeam.
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New turn in. Still no visibility on Scooter's units or borders.

Followed the micro plan: tech is BW, worker mines railroad hill. Warrior moves to railroad hill too, where he can either protect Stand Idle or move south.

Next turn, I think the new scout should move E-NE and then NE-E, if the warrior can handle the south. The far scout can either go to the northwest, or 1SE. I think those are the best alternatives.

[Image: rbpbem32-far-scout-10.jpg]

Demographics after ending turn:

[Image: rbpbem32-demos-10.jpg]
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No score changes, except for that Serdoa gained a pop point. His start is close to ours, but since he could use the fish on turn 3 and on last turn instead of the village, he is 4F ahead of us.

Power went up by 1k, due to Serdoa growing. He's now working the corn, deer, village, and crab.
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You were up early this morning. Thanks for playing.
Travelling on a mote of dust, suspended in a sunbeam.
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No problem. Now lets just hope Serdoa and the rest of the players can do their job so you can play a turn! Since we follow the micro plan, there are very few decisions to make, anyway.
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One thing I meant to say the last few days, I've them told my hours are roughly 12-8p.m. GMT, so if you don't feel like it don't bother playing the save in the mornings.

I'm quite happy, and thankful, for you to play, but you don't have to.
Travelling on a mote of dust, suspended in a sunbeam.
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Just to spam the thread a bit:

Fabio Capello should have remembered this conversation with Garth Crooks before defending John Terry. It would have served him well.
Travelling on a mote of dust, suspended in a sunbeam.
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Contact with Serdoa! And we get to see Scooter's scout!

[Image: rbpbem32-scooter-scout-11.jpg]
[Image: rbpbem32-serdoa-scout-11.jpg]

From EPs, we know that neither Scooter nor Serdoa has met anyone else yet, so we can make use of our extra EPs. Serdoa gets 4 EP per turn, while Scooter gets 2. This will match them both, at least for three turns (then Scooter will catch up with us - hopefully someone of them, or both, has met someone else by then).

Serdoa's scout changes things. I don't want him to get visibility on our capital, and if possible I want to deny him getting visibility on our capital. I guess his scout came via the fogged tile to our north by the small lake.

If the scout tries to check out our capital, the choices are:

SE, onto the FPH. Killing him there with our scout will be hard, and it will enable him to disrupt our capital.

S or SE, into the forests. If he moves there, I have a 80% chance to kill his scout with our warrior. SE will also give him visibility on our capital, something I think he can work out for himself.

E-SE, giving him visibility on our capital and no chance of killing his scout for now.

Thus I move our scout N-NE onto the FPH, and the warrior to the deer tile. Killing the scout will be a 80% gamble with our warrior if the scout is in the forest.

Scouting in the south:

I decide to move our scout 1SE. That land seems to become more open.

[Image: rbpbem32-far-scout-11.jpg]

End turn.

Demos:

[Image: rbpbem32-demos-11.jpg]
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